Too bad this version is abandoned. Aside from some of the windows being no-texture purple, why does this mod do additional unadvertised things, like completely re-doing the pip boy map?
Seems kinda dead for at least... 1 year but there is something I am still unsure of. Does this become a settlement or is it just a... nice clean place to visit/go by? Ok, nvm, downloaded it and tested it, somewhat. While it is beautiful, truly beautiful, it's pretty much not usable. The museum has a vertibird right at the entrance(that keeps spawning junk), the verti can't be deleted not can the junk from under it. Even tho I did engage the workshops in the museum and some random apartment they don't seem to log as settlements, not in the pipboy nor on the map, you can't seem to get settlers in there nor use the outside space as a settlement. There is also a car in the middle of town, on top of 2 parked cars and it seems to... ignore physics. Shot at it while trying to shoot a raider and the car started to spin in mid air, like it was doing a pirouette. Did not search for other bugs as lag was huge, decided to uninstall the mod. Stunning work but... unusable.
you might have to place it lower in load order from where you had the mod at, i myself use the mod and ive noticed when placing it lower in load order it doesnt have much glitches or bugs but i still get an semi issue with the church, museum and one apartment building when goin inside it plus i dont get the opened buildings like i used to get with this mod but im sure mod creator will be lookin into this soon enough
where does this mod go in load order im getting some really bad glitches and bugs with the buildings and cant get rid of the issues even when putting the mod low in load order
Man, your mod is epic! Also, if you ever remake another ruined town, I recommend Quincy. That town not only has history with the Minutemen, but originally was intended to be a good settlement for people in the Commonwealth. Not to mention, being right near the ocean, it would be pretty nice built up, as well.
Damn! Dunno how I never heard of this before. However, thank niston for mentioning it on one of his mod pages. :)
This looks very impressive, and I hope to try it out soon.
Some notes:
Depravity (https://www.nexusmods.com/fallout4/mods/35513) uses the Concord Fallons, so I expect that this will prove incompatible with the CRP. I certainly don't expect you to go out of your way to accommodate it.
However, would you consider compatibility with Subway Runner (https://www.nexusmods.com/fallout4/mods/18639)? This mod is popular, is geographically far-reaching, and has minimal impact on the Concord townsite.
We have plans for the Fallon's already. It's been completely restored, not just on the outside. It's gotten two luxury elevators, a stairwell and some more space for individual stores. Perhaps Fennix88 or IceStormNG will get around to put animated, working Escalators even. Chances for a compatibility patch there are, realistically spoken, approaching zero. If it offers any consolation: Our idea is that mod authors might contribute Add-On mods that put stores into our Fallon's, selling the Mod Author's gear and what not.
Can you describe (and/or post pix) of how Subway Runner alters/adds stuff in Concord? Integration might perhaps be achievable.
As far as I can see, the only change Subway Runner makes to Concord is to add a sign to the exterior of a building, and to replace the boarded-up doorway in that building with a new door that takes the player to a new interior cell. See:
As I understand it, SS2 has already opened up one or two more buildings, and will progressively open up more and more of Concord. It looks as though you're going to have a hard incompatibility with this mod.
What are you doing with the Museum of Freedom? There's a closed-off but not deleted section off to the side that was cleaned up and added in the Museum Of Freedom Cut Content Restored mod. That is something that I suspect the mod author wouldn't mind you doing your own version of, preferably with credit for the aforementioned given where due.
I heavily recommend the settlement be linked interior spaces such as the Civic Access Tunnels, NOT outdoors! Concord is a lovely place but it is way, way too close to the (justly) infamous Triangle Of Death. On top of that there's the issue of the Dropped-in Demo, AKA When Freedom Calls. Such things can happen, reference the interior space settlements in recent release 20 Leagues Under The Sea - Vault 120.
Is this still being worked on ? I Downloaded it way back in Feb of 2019 . I Think it's a great mod . Just waiting to see if any " people" are ever going to be added to Concord .. :)
89 comments
Ok, nvm, downloaded it and tested it, somewhat.
While it is beautiful, truly beautiful, it's pretty much not usable.
The museum has a vertibird right at the entrance(that keeps spawning junk), the verti can't be deleted not can the junk from under it. Even tho I did engage the workshops in the museum and some random apartment they don't seem to log as settlements, not in the pipboy nor on the map, you can't seem to get settlers in there nor use the outside space as a settlement.
There is also a car in the middle of town, on top of 2 parked cars and it seems to... ignore physics. Shot at it while trying to shoot a raider and the car started to spin in mid air, like it was doing a pirouette.
Did not search for other bugs as lag was huge, decided to uninstall the mod.
Stunning work but... unusable.
Or should it be installed on a new save?
Because this looks awesome!!!
This looks very impressive, and I hope to try it out soon.
Some notes:
Depravity (https://www.nexusmods.com/fallout4/mods/35513) uses the Concord Fallons, so I expect that this will prove incompatible with the CRP. I certainly don't expect you to go out of your way to accommodate it.
However, would you consider compatibility with Subway Runner (https://www.nexusmods.com/fallout4/mods/18639)? This mod is popular, is geographically far-reaching, and has minimal impact on the Concord townsite.
We have plans for the Fallon's already. It's been completely restored, not just on the outside. It's gotten two luxury elevators, a stairwell and some more space for individual stores. Perhaps Fennix88 or IceStormNG will get around to put animated, working Escalators even. Chances for a compatibility patch there are, realistically spoken, approaching zero. If it offers any consolation: Our idea is that mod authors might contribute Add-On mods that put stores into our Fallon's, selling the Mod Author's gear and what not.
Can you describe (and/or post pix) of how Subway Runner alters/adds stuff in Concord? Integration might perhaps be achievable.
http://davidferstat.com/cases/case_0007/ScreenShot12.png
All of the Buildings either have interiors or are opened up. All of them. Literally.
But I'm confident that some other way of accessing an underground railway station can be found.
It adds a single trapdoor to the back yard of one of Concord's houses:
http://davidferstat.com/cases/case_0007/ScreenShot13.png
Do you think that this will still be accessible?
The new Sim Settlements 2 makes some changes to the Concord Hardware Store.
On the street level, there are a few scenery objects/clutter. See:
http://davidferstat.com/cases/case_0007/ScreenShot0.png
On the next level up, there's a chemistry station at the top of the stairs, and a generator, shack section and clutter added outdoors. See:
http://davidferstat.com/cases/case_0007/ScreenShot1.png
As I understand it, SS2 has already opened up one or two more buildings, and will progressively open up more and more of Concord. It looks as though you're going to have a hard incompatibility with this mod.
I Downloaded it way back in Feb of 2019 . I Think it's a great mod .
Just waiting to see if any " people" are ever going to be added to Concord ..
:)
You can view some progress screenshots on my profile page.